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Hello everyone,

Does anyone know of an easy way to export music from one cart and import it into another? I got someone to make some music (thanks Pizza!) for a game I'm nearly finished but I can't really think of a way to get it into my cart.

I know copying and pasting the data to/from the .p8 file as text works in theory, but I already have sound effect/music in my game, so I know they won't really transfer properly because the indexes for the sound effects will be off.

Any advice would be much appreciated! Thanks!

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Cart #fugakujih-0 | 2020-09-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
127

I've grown quite fond of Pico-8, and am hoping to use it in a future Ludum Dare. To familiarize myself with the tool, I created an enhanced version of my LD33 entry.

Tapping Z and X at the same time toggles the music.

All feedback is welcome. If you find a level particularly difficult, please let me know.


Update 8/10/16 - Finally got around to fixing a bug with the tank.
Update 9/28/20 - Fixed a typo. Also, updated the behavior of the arrow to better indicate the player's off screen position.

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What is the method to introspect on exact floating point values with pico8's fixed point system?

x = 3.8
y = 6.8
x += 0.2
y += 0.2
rectfill(x*15,y*9,x*15+1,y*9+1,9)
rectfill(4*15,7*9,4*15+1,7*9+1,12)
print(x)
print(y)

Running this produces two squares that do not overlap, although print() of x or y shows that the value is equivalent to an integer. Is there a way to print the fractional section more accurately?

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Hello there gentlemen!

And laaaaaadies... ;)

I have a Tumblr account! Why am I telling you this? Because I'm gonna be posting voxatron related content regularly starting yesterday! I aim to make at least 1-2 posts per day of progress I'm making in two games I'm in the process of making. One of which is an arcade-y shooter inspired by the likes of mechwarrior. The second is a single player story driven exploration action puzzle platformer! (Wow that was a mouthful...) Anyways, just thought I'd drop by to say that! :) I'll try to post to the lexaloffle forums as much as possible as well... Thanks for reading!

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Cart #18475 | 2016-01-26 | Code ▽ | Embed ▽ | No License
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i would say that this is more of a screensaver. press z to generate a new painting.

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I just missed the Screensaver Jam, but this is in the same spirit. A simple, silly thing—the cart creates endless permutations of the artist Josef Albers' 'Homage to the Square' paintings. Of course 'endless' meaning variations of sixteen colors and four composition types.

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This is not coded in Pico 8 ( I had no time, and Construct 2 feels way more comfortable ), but the music is tracked in Pico8 and the graphics are made in Pico8 and fit in a cartridge.

A demo for #screensaverJam

CHECK IT OUT HERE

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Cart #18459 | 2016-01-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I continue to make things that serve only to entrance.

Here, stare at this.

If you like you can press Z to randomise the parameters until everything goes crazy.

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Cart #18453 | 2016-01-25 | Code ▽ | Embed ▽ | No License
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This is our first PICO-8 project, made in a little game jam with some friends!

Our prompt was generated by the Cowface Games Ludum Dare theme generator: Underworld and Retreat!

The story goes:

You are Jonathan, a meek demon spy sent to collect Heaven's magical relic. When combined with the one in Hell, it will create the ultimate weapon. The game starts after Jonathan has already infiltrated Heaven and stolen the relic - now take a leap and make your way back home!

This is unfinished so far, but collecting the purity from innocent beings (rainbows, butterflies, etc) will add to your strength in the second half of the game (which doesn't exist yet).

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This is a very work-in-progress game for my weekly games blog. Lots of copy and paste from my first week project. [My blog]( http://www.quidditycode.com/week-7/)

Run around with the arrow keys, jump with z, throw shuriken at nothing with x. And now grapple around by pressing up+x

I'll be making this into an actual game by Saturday, so look forward to seeing what becomes of it.

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Cart #18444 | 2016-01-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
63

Jetpack - PICO-8 edition, 30 hot levels and various enemies

Jetman does not know how to jump.
Jetman uses his jetpack if you press C.
Jetman can not have more than 4 lives.

Level restart (if you get stuck and can not die) - press X

That's me playing level 12:

Level 1 to 12 - if you get past level 12, it gets easier ;)

Have fun!

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Cart #18442 | 2016-01-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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First attempt at a Pico8 game. Had a lot of fun making it.

Enjoy!

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Cart #18440 | 2016-01-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Made as part of DMG Toronto's Pico-8 workshop and based off of the "Grave Digger" cartridge! Run around a graveyard full of a pizza's worst nightmares to dig up treasure all while avoiding hungry mouths.

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Hi,
first off, Pico8 totally blasts me - developing games with it is like a flash back into the 80ies, only with suitable tools. Great work! Too, I like the idea of the strict limitations of the system, but there are some things which may extend them without breaking the idea.

At the moment, the rom in the cartridge supports space for all built in editors. There is sprite space, map space, sound and music space. They are all sufficient for the general "hardware" of Pico8. But the rom lacks of one thing - user space! There is a user space in the ram, following the rom mirrors for all the build in editor data. But why isn't it possible to use the user space in the rom?

This leads to the situation, that one has to initialize all user data in code space. This seems to me a waste of space and tokens. True, from adding the user space to the rom, one problem arises: How to fill it? I spent some thoughts on this with the premise to keep the general idea of Pico8 and its workflow. So, how about this:

1.) Add the user space to the rom. Shouldn't be much work and shouldn't break existing cartidges, although some version tag might be necessary.

2.) Add a general function _build aside to _init, _update and _draw. As you obviously have access to the tokens, I would remove this one from the export versions and wouldn't count the tokens in this function (Including the function itself), but leave the 256kb limit.

This would allow to poke data into the user space without wasting any tokens. One could even preprocess the data, like adding preprocessed line feeds to string data, create lookup tables and such. Further, this would allow us to store an initial titlescreen into the screen ram on boot time... This would be a simple, but great extension of the general build process without touching any of the grounding principels.

A hex editor as an additional tool would be pro, but not required.

Another bigger feature I would love is bank switching. As the "CPU" is definitly an 8 bit one, it could address 64kb of ram. Sure. Virtual ram space is expensive in our imaginary 80ies development world, in which Pico8 exists. But as Pico8 tries to mock up an 8 bit console system, there always was the possibility, that the cartridge-rom was bigger than the system ram. So, how about picking this up by adding a banking space at $8000-$8fff, which is read only and maps to one or more rom banks within the cartridge? They should be limited, up to max 32kb, no doubt, but I think adding bank management would add some extra spice to this retro style development and this wouldn't break anything else either. Initialization would work with the _build function as well. A nice addition to this would be a _switch(a,b) function, which is called, if f1-f4 are pressed and which handles copying editor specific data between the banks, leaving the risk to handle this correctly to the developer him/herself.

Some other features, I would wish for, which are simpler to explain:

a) Add a ceil function, that one is missing painfully.
b) Add some kind of tooltip if you are over a function with the cursor, which shows the token count of that specific function.
c) A simple find with ctrl+f would be great. Currently, I'm using NotePad++ beside Pico8 constantly open for that...
d) Reading the character value as numeric from a strings position. I know, requested several times and there is a workaround, but I don't think this workaround should be needed...
e) Would be nice to be able to set the border color and the background color (e.g. for cls). Could be either background(col) and cls(col) or color(drawcol,clscol,bordercol).
f) Hidden directories are never a good idea to store things, the user shall access or copy by hand. Maybe an extra document directory for cartridges would be nice...
g) Anonymous Functions? Would be great to be able to write code like
h) A modulo function. Needed, writing an own is a waste of space and tokens.
i) The ability to call a function or other code from a string. Maybe something like eval("myfunc(3)")?

startscrolling("Hello World",10,begin cls() end)

Reading, this would trigger a scrolltext with Hello World scrolling over the screen and calling the anonymous function when finished, clearing the screen.
h) A goto line with ctrl+g. Bonus: Accept the name of a function as input.

These are my suggestions so far, maybe they are of some use :)
Keep up the great work!

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BOING is my very first game. It is a not so accurate recreation of Pong. This is release 1.11. As it stands, it is quite playable, but I might add new features later on.

Player controls:

Player 1: up and down arrows.

Player 2: E and D

Press X to skip intro and confirm menu selection.

version 1.11
General playability tweaks:

  • tweaked paddle speed, ball speed and direction on reflection
  • lowered difficulty in 1 player vs cpu mode.

version 1.0

  • First official release.
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 It's been a while since I used this blog but I'm recording a brief log of my PICO-8 experiences so far. I've enjoyed using the app immensely, and I honestly think my 2-player hockey game, Spaceball, was my most successful project in game development so far. This is primarily because it's one of the first projects I've written which truly feels "complete" and the end user can just jump in and try it. This is due in part to PICO-8's convenient workflow and also to due to my growing experience as a developer in general.
 I just started a class on the Unity 3D engine and game dev in general so I will probably be focusing a lot of energy on Unity and Maya, so I won't be doing much PICO-8 or other engines for a while (although I may use PICO-8 in a game-jam that's coming up soon). I may, however, push one or two minor updates for Spaceball, for some minor gameplay balancing and to fix that memory leak.

Time to go make a whole lot of 3D stuff.

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Cart #18423 | 2016-01-23 | Embed ▽ | License: CC4-BY-NC-SA

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Cart #18421 | 2016-01-23 | Code ▽ | Embed ▽ | No License

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here is a fun little project to make the pico jr portable system clone that can almoust fit in your pocket.

curent specs:
-arduino uno or uno compatible clone
-ssd1331 color oled display mine is only 0.95inch
-button and resistor i only needed 1 for my rainbowcurveJR game but can add more

  • optional usb batery pack

since the display is 64x96 im using the extra space for text, could posible turn that int0 a terminal output at some point
this is more or less a proof of concept and probebly needs many improvments since the game im using to test is very simplistic also curent setup wont alow more then 1 game on the device

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Cart #18402 | 2016-01-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hi everybody.

I wanted to create a mandelbrot-generator in Pico. This current version is just a very basic PICO-adaption of code from Rosettacode.org. I'd like to add a zooming and panning functionality. If you'd like to jump in and help, that'd be highly appreciated, as I'm a true maths-idiot.

Best,
Tassilo

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